Struct amethyst_gltf::GltfSceneLoaderSystem
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pub struct GltfSceneLoaderSystem { /* fields omitted */ }
A GLTF scene loader, will transform Handle<GltfSceneAsset>
into full entity hierarchies.
Will also do the asset storage processing for GltfSceneAsset
.
Methods
impl GltfSceneLoaderSystem
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Trait Implementations
impl<'a> System<'a> for GltfSceneLoaderSystem
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type SystemData = (Entities<'a>, Fetch<'a, AssetStorage<Mesh>>, Fetch<'a, AssetStorage<Texture>>, Fetch<'a, AssetStorage<Animation>>, Fetch<'a, AssetStorage<Sampler>>, Fetch<'a, Loader>, Fetch<'a, MaterialDefaults>, Fetch<'a, Time>, Fetch<'a, ThreadPool>, Option<Fetch<'a, HotReloadStrategy>>, FetchMut<'a, AssetStorage<GltfSceneAsset>>, WriteStorage<'a, Handle<GltfSceneAsset>>, WriteStorage<'a, Handle<Mesh>>, WriteStorage<'a, LocalTransform>, WriteStorage<'a, Transform>, WriteStorage<'a, Parent>, WriteStorage<'a, Material>, WriteStorage<'a, AnimationHierarchy>, WriteStorage<'a, AnimationSet>)
The resource bundle required to execute this system. Read more
fn run(&mut self, data: Self::SystemData)
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Executes the system with the required system data. Read more
fn running_time(&self) -> RunningTime
Returns a hint how long the system needs for running. This is used to optimize the way they're executed (might allow more parallelization). Read more